[spec] ; Format and options of this spec file: options = "+Freeciv-2.6-spec" [info] artists = " Tatu Rissanen Jeff Mallatt (miscellaneous) GriffonSpade [GS] " [file] gfx = "isotrident/tiles" [grid_main] x_top_left = 0 y_top_left = 0 dx = 64 dy = 32 tiles = { "row", "column", "tag" ; Unit activity letters: (note unit icons have just "u.") ; [GS] 0, 11, "unit.road" 0, 12, "unit.rail" 0, 13, "unit.maglev" 0, 14, "unit.outpost" 0, 15, "unit.fortress" 0, 16, "unit.airstrip" 0, 17, "unit.airbase" 0, 18, "unit.auto_attack" 0, 18, "unit.auto_settler" 0, 19, "unit.stack" ; [GS] 1, 11, "unit.irrigation" 1, 12, "unit.farmland" 1, 13, "unit.mine" 1, 14, "unit.oil_mine" 1, 15, "unit.oil_rig" 1, 16, "unit.buoy" 1, 17, "unit.loaded" 1, 18, "unit.connect" 1, 19, "unit.auto_explore" 2, 12, "unit.transform" 2, 13, "unit.sentry" 2, 14, "unit.goto" 2, 15, "unit.plant" 2, 16, "unit.pollution" ; 2, 17, "unit.road" 2, 18, "unit.irrigate" 2, 19, "unit.fortifying" 3, 15, "unit.convert" 3, 17, "unit.pillage" 3, 18, "unit.fortified" 3, 19, "unit.fallout" 4, 19, "unit.patrol" ; Unit hit-point bars: approx percent of hp remaining 7, 0, "unit.hp_100" 7, 1, "unit.hp_90" 7, 2, "unit.hp_80" 7, 3, "unit.hp_70" 7, 4, "unit.hp_60" 7, 5, "unit.hp_50" 7, 6, "unit.hp_40" 7, 7, "unit.hp_30" 7, 8, "unit.hp_20" 7, 9, "unit.hp_10" 7, 10, "unit.hp_0" ; Numbers: city size: (also used for goto) 5, 0, "city.size_0" 5, 1, "city.size_1" 5, 2, "city.size_2" 5, 3, "city.size_3" 5, 4, "city.size_4" 5, 5, "city.size_5" 5, 6, "city.size_6" 5, 7, "city.size_7" 5, 8, "city.size_8" 5, 9, "city.size_9" 5, 10, "city.size_00" 5, 11, "city.size_10" 5, 12, "city.size_20" 5, 13, "city.size_30" 5, 14, "city.size_40" 5, 15, "city.size_50" 5, 16, "city.size_60" 5, 17, "city.size_70" 5, 18, "city.size_80" 5, 19, "city.size_90" 4, 1, "city.size_100" 4, 2, "city.size_200" 4, 3, "city.size_300" 4, 4, "city.size_400" 4, 5, "city.size_500" 4, 6, "city.size_600" 4, 7, "city.size_700" 4, 8, "city.size_800" 4, 9, "city.size_900" ; Numbers: city tile food/shields/trade y/g/b 8, 0, "city.t_food_0" 8, 1, "city.t_food_1" 8, 2, "city.t_food_2" 8, 3, "city.t_food_3" 8, 4, "city.t_food_4" 8, 5, "city.t_food_5" 8, 6, "city.t_food_6" 8, 7, "city.t_food_7" 8, 8, "city.t_food_8" 8, 9, "city.t_food_9" 6, 0, "city.t_shields_0" 6, 1, "city.t_shields_1" 6, 2, "city.t_shields_2" 6, 3, "city.t_shields_3" 6, 4, "city.t_shields_4" 6, 5, "city.t_shields_5" 6, 6, "city.t_shields_6" 6, 7, "city.t_shields_7" 6, 8, "city.t_shields_8" 6, 9, "city.t_shields_9" 6, 10, "city.t_trade_0" 6, 11, "city.t_trade_1" 6, 12, "city.t_trade_2" 6, 13, "city.t_trade_3" 6, 14, "city.t_trade_4" 6, 15, "city.t_trade_5" 6, 16, "city.t_trade_6" 6, 17, "city.t_trade_7" 6, 18, "city.t_trade_8" 6, 19, "city.t_trade_9" ; Unit upkeep in city dialog: ; These should probably be handled differently and have ; a different size... 7, 12, "upkeep.gold" 7, 13, "upkeep.gold2" 7, 15, "upkeep.food" 7, 16, "upkeep.food2" 7, 17, "upkeep.unhappy" 7, 18, "upkeep.unhappy2" 7, 19, "upkeep.shield" ; Nuclear explosion: this is now be handled as one big graphic ; This is a failsafe pointer to Mushroom Cloud for old way as 3 by 3: 4, 18, "explode.nuke_00" 4, 18, "explode.nuke_01" 4, 18, "explode.nuke_02" 4, 18, "explode.nuke_10" 4, 18, "explode.nuke_11" 4, 18, "explode.nuke_12" 4, 18, "explode.nuke_20" 4, 18, "explode.nuke_21" 4, 18, "explode.nuke_22" }